Cited by 124Educational Games and GamificationEFL/ESL Teaching and LearningDigital Games and Media

Effect of Gamification on students' motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011–2019

Open access
Azzouz Boudadi, Nadia, Gutiérrez-Colón, Mar·2020·The EuroCALL Review

Abstract

This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and professionals in education as it appears to be an increasingly popular method to motivate learners. Nevertheless, it is still a nascent field in terms of empirical evidence available to firmly support its educational benefits. This paper intends to shed some more light on this topic through a comprehensive review of literature published in the most prominent journals. The present study is framed within the field of Second Language Acquisition (SLA) in higher education and Computer-Assisted Language Learning, and focuses on the effects of gamified learning environments on student’s motivation and learning. A Meta-analysis method was used to explore relevant empirical research published between 2011 and 2019. After reviewing a corpus of 68 papers drawn from the leading databases Scopus and Web Of Science, and from which only 15 could be included in the study, we can point out two main findings: (i) there is still very limited literature in the field of SLA and, (ii) results seem to be predominantly positive in terms of motivation and engagement but only a few studies confirm clear interconnections with learning outcomes. The results suggest a lack of solid correlations between Gamification, motivation and cognitive processes.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.4995/eurocall.2020.12974

Cites

3 of 3 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Playing games increases motivation among learners.

    “Various studies have shown that playing games also increases motivation among learners (Boudadi and Gutiérrez-Colón, 2020; Saleem et al., 2022).”

    From Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety (2026) · cites this paper as Boudadi and Gutiérrez-Colón, 2020

    The Introduction says game-like activities seem to keep second-language learners engaged and motivated, and Results and discussion reports positive engagement in several studies. The review primarily examines gamified learning tools and game elements, however, rather than establishing that playing games generally increases motivation among learners. (LLM, conf=0.82)

    Experimental — accuracy not yet measured

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Research works printed but not linked: 36

  1. Bandura, A. (2012). Social cognitive theory. In P. A. Van Lange A. W. Kruglanski & E. T. Higgins Handbook of theories of social psychology: volume 1 (pp. 349-374). London: SAGE Publications Ltd. https://doi.org/10.4135/9781446249215. · DOI
  2. n18 · DOI
  3. Barcena, E., & Sanfilippo, M. (2015). The audiovisual knowledge pill as a gamification strategy in second language online courses. Circulo de Linguistica Aplicada a La Comunicacion, 63, 22- 151. https://doi.org/10.5209/rev_CLAC.2015.v63.50172 · DOI
  4. Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19-42. Retrieved from https://urlzs.com/HTjvG%0A
  5. Beatty, K. (2013). Teaching and researching computer-assisted language learning, second edition. London, UK: Routledge. https://doi.org/10.4324/9781315833774 · DOI
  6. Berns, A., Isla-Montes, J.-L., Palomo-Duarte, M., & Dodero, J.-. (2016). Motivation, students' needs and learning outcomes: A hybrid game-based app for enhanced language learning. SpringerPlus, 5(1). https://doi.org/10.1186/s40064-016-2971-1 · DOI
  7. Bustillo, J., Rivera, C., Guzmán, J., & Ramos, L. (2017). Benefits of using a mobile application in learning a foreign language. Sistemas & Telemática, 15(40), 55- 68. https://doi.org/10.18046/syt.v15i40.2391 · DOI
  8. Cardoso, W., Rueb, A., & Grimshaw, J. (2017). Can an interactive digital game help French learners improve their pronunciation? In K. Borthwick, L. Bradley & S. Thouësny (Eds), CALL in a climate of change: adapting to turbulent global conditions -short papers from EUROCALL 2017 (pp. 67-72). Research- publishing.net. https://doi.org/10.14705/rpnet.2017.eurocall2017.691 · DOI
  9. Castañeda, D. A., & Cho, M.-H. (2016). Use of a game-like application on a mobile device to improve accuracy in conjugating spanish verbs. Computer Assisted Language Learning, 29(7), 1195-1204. https://doi.org/10.1080/09588221.2016.1197950 · DOI
  10. Chapelle, C. A. (2009). The relationship between second language acquisition theory and computer-assisted language learning. Modern Language Journal, 93(1), 741- 753. https://doi.org/10.1111/j.1540-4781.2009.00970.x · DOI · Paper page
  11. Chapelle, C. A. (2016). Call in the year 2000: A look back from 2016. Language Learning and Technology, 20(2), 159-161. https://doi.org/http://hdl.handle.net/10125/44468
  12. Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York, USA: Academy of Management Review.
  13. Deci, E. L., & Ryan, R. M. (2010). Self-Determination. In The Corsini Encyclopedia of Psychology. https://doi.org/doi:10.1002/9780470479216. · DOI
  14. corpsy0834 · DOI
  15. Deterding, S., Khaled, R., Nacke L.E. and Dixon, D. (2011). Gamification: Toward a Definition. In CHI 2011 Gamification Workshop Proceedings, Vancouver, 2011 (pp. 12- 15.). https://doi.org/978-1-4503-0268-5/11/0
  16. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology and Society, 18(3), 75- 88. https://doi.org/10.1109/EDUCON.2014.6826129 · DOI
  17. Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers and Education. https://doi.org/10.1016/j.compedu.2012.12.020 · DOI
  18. Dörnyei, Z., & Ryan, S. (2015). The psychology of the language learner revisited. Routledge. New York. https://doi.org/10.4324/9781315779553 · DOI · Paper page
  19. Gafni, R., Biran Achituv, D., & Rahmani, G. (2017). Learning Foreign Languages Using Mobile Applications. Journal of Information Technology Education: Research, 16, 301- 317. https://doi.org/10.28945/3855 · DOI
  20. Godwin-Jones, R. (2015). Emerging technologies the evolving roles of language teachers: trained coders, local researchers, global citizens. Language, Learning and Technology, 19(1), 10-22.
  21. Hubbard, P. (2008). CALL and the Future of Language Teacher Education. CALICO Journal, 25(2), 175. https://doi.org/10.11139/cj.25.2.175-188 · DOI
  22. Hung, H.-T. (2017). Clickers in the flipped classroom: bring your own device (BYOD) to promote student learning. Interactive Learning Environments, 25(8), 983-995. https://doi.org/10.1080/10494820.2016.1240090 · DOI
  23. Iaremenko, N. (2017). Enhancing English language learners' motivation through online games. Information Technologies and Learning Tools, 59, 126-133. https://doi.org/10.33407/itlt.v59i3.1606 · DOI
  24. Kétyi, A. (2016, September 1). From Mobile Language Learning to Gamification: an Overlook of Research Results with Business Management Students over a Five-Year Period. Innovating in the Didactic Second Language Scenario Innovating in the Didactic Second Language Scenario: New Mobile, Open and Social Model, Edition: Monográfico I., 45-59. Retrieved from https://urlzs.com/iZXtM
  25. Li, L. (2016). Benefits of CALL in lexico-grammatical acquisition. The Routledge Handbook of English Language Teaching (p. 463). London and New York: Routledge.
  26. Liu, Y., Holden, D., & Zheng, D. (2016). Analyzing students' Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment. Procedia - Social and Behavioral Sciences, 228, 369-374. https://doi.org/10.1016/j.sbspro.2016.07.055 · DOI
  27. Mateo-Gallego, C., & Ruiz Yepes, G. (2018). Terapias de errores con aprendizaje móvil y gamificación: estudio comparativo en español de los negocios. Folios, 48, 121-135. https://doi.org/10.17227/folios.48-8139 · DOI
  28. Munday, P. (2016). The case for using Duolingo as part of the language classroom experience. RIED. Revista Iberoamericana de Educación a Distancia, 19 (1), 83-101. https://doi.org/10.5944/ried.19.1.14581 · DOI
  29. Palomo-Duarte, M., Berns, A., Cejas, A., Dodero, J. M., Caballero, J. A., & Ruiz-Rube, I. (2016). Assessing Foreign Language Learning Through Mobile Game-Based Learning Environments. International Journal of Human Capital and Information Technology Professionals (IJHCITP), 7(2), 53-67. https://doi.org/10.4018/IJHCITP.2016040104 · DOI
  30. Perry, B. (2015). Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool. Procedia -Social and Behavioral Sciences, 174, 2308- 2315. https://doi.org/10.1016/j.sbspro.2015.01.892 · DOI
  31. Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50, 258-283. https://doi.org/10.1080/00461520.2015.1122533 · DOI
  32. Purgina, M., Mozgovoy, M., & Blake, J. (2019). WordBricks: Mobile Technology and Visual Grammar Formalism for Gamification of Natural Language Grammar Acquisition. Journal of Educational Computing Research. https://doi.org/10.1177/0735633119833010 · DOI
  33. Severengiz, M., Roeder, I., Schindler, K., & Seliger, G. (2018). Influence of Gaming Elements on Summative Assessment in Engineering Education for Sustainable Manufacturing. In Procedia Manufacturing (pp. 429-437). https://doi.org/10.1016/j.promfg.2018.02.141 · DOI
  34. Skinner, B. F. (1958). Teaching machines. Science. https://doi.org/10.1126/science.128.3330.969 · DOI
  35. Werbach, K., & Hunter, D. (2012a). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
  36. Werbach, K., & Hunter, D. (2012b). The Gamification Toolkit Game Elements. In For the Win: How Game Thinking Can Revolutionize Your Business. https://doi.org/10.1017/CBO9781107415324.004 · DOI · Paper page

Cited by

Sorted by citations

Authors
Azzouz Boudadi, N., & Gutiérrez-Colón, M.
Venue
The EuroCALL Review
Published
2020-03-31
Volume
28
Issue
1
Pages
40
ISSN
1695-2618 (ISSN-L)
OpenAlex
W3033047173
Cited by
124
References
3
Citations by year
2026: 11 · 2025: 24 · 2024: 33 · 2023: 30 · 2022: 17 · 2021: 7 · 2020: 1
FWCI
20.77
Type
journal article
Language
en
Open access
Locations
  • The EuroCALL Review (publishedVersion, cc-by-nc-nd)
  • Rovira & Virgili repository (submittedVersion, other-oa)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • RiuNet (Universitat Politècnica de València) (submittedVersion, cc-by-nc-nd)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
gamification, second language acquisition, student motivation, academic performance, game mechanics, computer-assisted language learning, student engagement, higher education

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review